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noisybit

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  1. 0.6.3-beta released. No functional changes, built for 1.1.3. @tg626 This version should also fix your PartTools problem. If you merge Gameframer folders, make sure to delete the old FlightRecorder.cfg and only the new FlightRecorder.txt remains.
  2. @hvacengi, Thanks for the help! I was able to get the basic idea working. See the branch and this test program. Three methods are needed to capture events. The test program provides a UI to test them all. public bool RegisterEvent(string id, string eventName) public bool DeregisterEvent(string id, string eventName) public bool CaptureEvent(string id, string eventName, string description) You must register the event (one time) before calling capture. Registration will also expose a setting for the user to enable/disable the event. This is all a little rough right now but if you (or anyone else) is interested in making this work let me know and I can work with you and add some polish. @Torgo I was going to debug the compatibility issue, but it looks like CraftHistory isn't compatible with KSP 1.1 yet? :/ @tg626 Thanks, perfect instructions! I am able to replicate the problem. I'll figure out a fix and get it out ASAP.
  3. Hi @tg626, sorry you're running into a problem, I'm sure we can solve it. I'm using ConfigNodeStorage from the KSPPluginFramework. I store settings in GFSettings.cfg, which does have what I think is a node in it? e.g.: KARSettings { seenMissionIntroHelp = True username = gold-pioneer ... } Can you verify that your GameData/Gameframer/Plugins/PluginData/GFSettings.cfg is indeed nodeless/unparented/etc? I do have another non-standard config file called FlightRecorder.cfg in the same directory that does not follow the confignode standard and is loaded by KSP.IO.File.ReadAllLines and manually parsed. If that file extension is causing the problem I can definitely rename it (perhaps I should regardless). Would you mind pointing me to a quick tutorial on how to use the Unity editor in this manner? I've installed Unity 5 and found the Parttools package here but I'm not sure how to proceed. Thanks!
  4. Hi @hvacengi I've finally updated the source on Github. I've also started a new branch "reflection-and-offline-dump" that has a new option in Settings for "Debug (local data dump)". This will make it easier to code against as it will dump all JSON and JPGs in Gameframer/Plugins/PluginData/Gameframer. It still needs to communicate with the servers, but will only run against my staging environment. However, I need some help with the reflection. My C# and Unity foo are weak. I've made a method (Should it be in a MonoBehavior that exists in every scene?) public bool CaptureNewEvent(string name, string description, Delegate callback = null) I've calling it like this: AssemblyLoader.LoadedAssembly GF = AssemblyLoader.loadedAssemblies.SingleOrDefault(a => a.dllName == "Gameframer"); MethodInfo method = GF.assembly.GetTypes().SingleOrDefault(t => t.Name == "GFPublicInterface").GetMethod("CaptureNewEvent"); object[] parametersArray = new object[] { "my name", "my description" }; method.Invoke(null, parametersArray); But it's not working. Any tips? Not sure what the first parameter to method.Invoke(...) should be. Thanks!
  5. Hello All, New release of website and mod out. Mod has been compiled for 64-bit 1.1.2 KSP (works on Mac and Window 32/64 for me) Take UI-free screenshots in addition to timelapse recording Create an account on gameframer.com and link your username (recover your username and edit stuff on the web very soon) Bug fixes, small optimizations @hvacengi, I will update the git source soon. I've accidentally embedded some private keys in my local commit history. Need to purge them before I sync up. I like the idea of an API that others can use. Ultimately that's what Gameframer should be, I'd love to discuss ideas with you. And I'll be keeping the source up to date on github going forward. @Torgo, when I get a moment I will install CraftHistory and see if I can find the conflict. Sounds like a cool mod. @guitarxe, I had not planned on allowing private listings, part of the fun is seeing others' work. But I'll note the request and see if other people feel similarly. @a_schack, Thanks for the stacktrace. The error occurred in a function that I just fixed up a bit to guard against those kind of errors. It's possible that the new version fixes the problem. Please give it a try if you have a chance. Not planning on wiping data, but there might be some missing or incompatible data in beta missions. @TheCardinal How much memory did you clock the mod in at? I'm sure I can get it down, I'm a novice C# programmer. Thanks again for the feedback and interest.
  6. This makes perfect sense. Thanks. I was looking through my notes and apparently I had originally planned to make all EVAs and Rovers their own self-contained missions that would have links from the "root" mission. My gut is to try and record as much as possible and sort out the display of it on the website display, but there are some necessary mod tweaks too. I'll continue to consider the options (everyone please feel free to chime in). Some problems can hopefully be manually solved once the website has mission editing. Complex GUIs are much easier to implement in HTML than C#/Unity (at least for me).
  7. Yeah, the director, Al Reinert, was given access to ALL of the Apollo footage. He edited through some unknown hundreds of hours of it from all missions. The result is loosely one mission from start to finish composed of footage from all of them. Hands down my favorite space documentary.
  8. Thanks! Let me know if you think of any features that you would like. I have not watched the entire thing yet but Cooperation is really, really cool. I would love to be able to implement different camera angles like you used in the Gameframer mod. Have you seen the documentary "For All Mankind?" It's an Apollo documentary made with only Apollo footage and the only voiceovers are from Apollo-era astronaut recordings.
  9. Could you please elaborate on this? Not sure I understand. Do you mean changing the video recording time for specific events +/- seconds? I agree that there should be some filtering for display to handle clusters of events. But if you have a two minute long time lapse recorded and staging (auto-event) happens in the middle of that recording you would still want both though, right? The auto-recording would capture the staging at a higher fps than the user capture. This has always been on the top of my list for the next event to record. It's not fired by the game so will need custom logic, but doable. I struggled a lot with correct-all-the-time touchdown and takeoff logic. I think I'll admit defeat for now and just block/prune duplicates as you suggest. Not right now but coming soon to both the mod (0.6.3 or .4) and website. Sorry about that. I think this would be the revert logic being too aggressive. I use mission time as an index so I can catch reverts/quick loads. If I detect a mission load with mission time T then all recorded events that took place after T are deleted. Perhaps it should be (T+BUFFER) and/or prompt for deletion. I will need to investigate. This is a great idea. Coming to mission recording in 0.6.2, VAB/SPH later. Thanks! And thanks for the detailed feedback, it's very helpful. Yes to flow charts/maps! Stuff like that is behind the original idea for Gameframer. Collecting the data reliably with the mod and backend was step one, almost complete. Step two will be to use all the data in awesome ways like maps, tracking records, etc., continuously under development. Apollo-Soyuz is a interesting example. This visualization records everything in one mission timeline. I think what you are suggesting would be better. To confirm, a successful Apollo-Soyuz mission would result in three separate missions: S, A, and S+A. S+A links to both S and A S and A both link to S+A S and A DO NOT link to each other (?) Thoughts?
  10. Quick update on progress. I just posted version 0.6.1 (see above, with details on saving your username while upgrading). This is a small bug fix to stop blank video recording, recommended for everyone. Video recording is now disabled in map mode. If you are recording a timelapse and enter map mode, it will stop recording and ask you if you want to save. I think there is a solution to this, I just have to figure out how to keep the other cameras enabled while in map mode. The mission webpage is now broken down into a timeline (all events) and a gallery (just those with GIFs). The GIFs are clickable to an event details page. I'm working on website login/accounts in my test environment so hopefully that will be ready soon. I'm also continuing to look into the editing bug experienced by chicobaptista and research on docking/undocking and how it will affect mission recording.
  11. Thanks! I don't think heavily modded installs will affect Gameframer performance. Vessel upload takes longer with more parts, but I haven't been able to stretch it more than one minute even with some crazy ones. Mission recording takes relatively low resolution screenshots (albeit a lot of them), synthesizes some JSON data, and uploads both. Neither of these should be mod dependent. Overall memory usage could become a problem with many mods, as is always the case. I should do some benchmarks to determine peak memory usage by Gameframer. Having said all that, I haven't personally tested with more than 15-20 active mods. Please let me know if you test with more or see poor performance on your system. There is definitely room for optimization in the code.
  12. Hi Stone Blue, Final Frontier is an amazing mod. I think it would fit in well, good idea. I'll try to investigate how complicated that would be as I'm only superficially familiar with how FF works. I haven't considered Patreon. Interesting idea... Thanks for checking Gameframer out!
  13. Mission editing bug, sorry about that. I'll look through the logs to see if I can figure it out. I'll definitely be adding editing via the website in the future. I spent a lot of time analyzing docking, and I never came to a satisfactory conclusion. I'll need to add some additional features to the mod for complex docking/undocking missions. I need to run some tests to double check the behavior but my hunch is the result will be new buttons that allow merging missions and creating a new mission from the current vessel. I'll be back with some details and questions for you regarding docking. Thanks!
  14. Apologies for my recent absence here. I got sucked into some much needed infrastructure work that took longer than expected. The changes will enable me to add features faster and more reliably and it will allow support for more games in the future. What's up next: Mod Video creation bug experienced by multiple users (no video, just gray screen) Mission editing bug (chicobaptista) Docking improvements Feature requests, bug fixes Website Dedicated mission event page so you can bookmark them and embiggen the videos (mcirish3). Proper login and accounts so you can retrieve passwords (LitaAlto, mcirish3), edit your data outside the mod (chicobaptista), and other website things. I will also be checking here more frequently to provide quicker responses and support. Thanks again for the interest, feedback, and testing!
  15. Thanks! I'm traveling for the holidays but I believe I've identified the problem with the missing GIFs. I'll be able to fix it when I get home in a couple days. I will also clean up the database as there are a lot of old entries from the previous alpha versions that are incompatible with the current state of affairs. As you noticed, what I'm actually displaying on the website is limited. There is more being captured but not displayed yet. I think the telemetry data will be fun to play with. I'm just fine tuning the amount to store since missions can last ten seconds or ten years. I'd love to hear any requests or suggestions for items to display and capture.
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